+Re-did how the "Standard" game mode and all future game modes will work. You will now be able to see the nextrain block that is going to spawn and you have full control to where that block spawns by pressing the correspondingcolumns button.

+Added a mute button

===I updated the graphics of the blocks, though I am kinda sad this hasn't gotten any feedback from anyone :\

Today I will be uploading an update to the game that will give both the Lite and Paid versions a new "Standard" game mode. This game mode will feature rain that have the ability to turn solid if you do not break them fast enough. The only way to remove these rain blocks from the field once they turn solid is to blow them up with the new "Bomb Rain".

New Rain Blocks Summary+Solid Rain: Act just like normal rain blocks, with the exception that they will turn solid if you do not break them quick enough. +Bomb Rain: Have a countdown timer on the bomb, when the timer reaches 0, it destroys all nearby blocks. Bombs can be activated manually by touching them.

Yet if I try to record the emulator is just immediately slows down to crap.

You could simply use Fraps and record it while its running on a desktop computer (assuming you have a desktop version like this game has).

Yeah I do have a desktop version, and open broadcaster is just like fraps, i just drag a window around the emulator just for w/e reason when I start to record the emulator decides to bog down and run extremely slow. Not sure why. But thanks for the info, wasn't sure if there was some android recording software that doesn't suck.

I think the trick is not recording from a mobile device, but rather your desktop/dev build.

I tried to do that, recording over an Genymotion emulator (since they use your systems hardware and run fast) and it just slowed my game down immensely on the emulator and I have a pretty beefy rig. I was using open broadcaster software to record which is what I use to record gameplay at 60 fps on some current gen titles maxed.

Yet if I try to record the emulator is just immediately slows down to crap.

This might be a dumb question, but how do you go about creating a video of your game running on your mobile device? I've been trying to make a video for mine but am unsure how to do it for mobile games. Every option I have tried records at a lousy 8 frames per second which gives terrible video.

Lite Version now has access to 'Hard' difficulty and Global High Scores. The only different from the paid version at the moment is that the paid version grants access to the 'Insanity' difficulty. Future paid versions will also have other game types that are in the works.

I moved the game to here since it's no longer a work in progress. The game is at a point I would consider completed, however I will be updating it and adding new features as I have the time to work on them. Would love to hear what you guys think

About the gameIn Pixel Rain "Rain" blocks fall from the sky into 1 of 6 columns on the game board and over time stack higher and higher. The goal of the game is to shatter these Rain blocks to gain points, you get game over if either of the columns Rain stack reaches into the hazard zone. Rain can be chained together to create combos for massive points, the points you get for the combo size scales exponentially giving birth to a risk vs reward system. Should you risk your rain stacks getting too tall just to add one more to your combo? Or do you play it safe? In essence, this game is about creating the biggest score and combos you can before you get game over.

Features

100% Ad Free

4 different difficulties [Easy | Medium | Hard | Insanity]

Global Highscores

Upcoming

Achievements

More Game Modes (featuring added block behaviors)

How to play

Shatter blocks in combos to increase your score

Create bigger combos for bigger scores

Blocks must be in a combo of at least 2 to be shattered, with the exception of white blocks

White blocks can be broken out of a combo, use them to help manipulate the board

REMEMBER: This is a "Score Based" puzzle game. It may seem easy to stay on the board indefinitely, but thats probably because you are not creating bigger than size 2-3 combos which only reward small amounts of points. The strategy comes in creating big combos while staying relatively safe which gets very difficult on the higher difficulties.

Earlier this week I started work on a new puzzle game idea I had and am far enough along that I feel I should start posting getting some feedback on what I currently have. The game is sort of a cross between Tetris and Bejeweled with my own added twist. I am planning to have a Paid and a free Lite version of the game upon completion, the Lite version will not feature any ad's it will just have reduced features/modes. (I hate ad's, they make games look ugly and this is my work of art )

About the gameIn Pixel Rain "Rain" blocks fall from the sky into 1 of 6 columns on the game board and over time stack higher and higher. The goal of the game is to shatter these Rain blocks to gain points, you get game over if either of the columns Rain stack reaches into the hazard zone. Rain can be chained together to create combos for massive points, the points you get for the combo size scales exponentially giving birth to a risk vs reward system. Should you risk your rain stacks getting too tall just to add one more to your combo? Or do you play it safe? In essence, this game is about creating the biggest score you can before you get game over.

FeaturesCurrently the game features 4 different difficulties, with added room for different gameplay modes in the future.

Features in the works

Local/Global Highscores

More game modes with rain blocks featuring new characteristics

What's left to do

End Game screen (currently if you lose, the game just restarts)

High Scores Screens

Global Highscores (Was going to use StackMob but they are going away now, suggestions?)

Update difficulties (make them harder/easier feedback needed)

How to play

Shatter blocks in combos to increase your score

Create bigger combos for bigger scores

Blocks must be in a combo of at least 2 to be shattered, with the exception of white blocks

White blocks can be broken out of a combo, use them to help manipulate the board

REMEMBER: This is a "Score Based" puzzle game. It may seem easy to stay on the board indefinitely, but thats probably because you are not creating bigger than size 2-3 combos which only reward small amounts of points. The strategy comes in creating big combos while staying relatively safe which gets very difficult on the higher difficulties.

Note: The desktop version doesn't play as well since click listener tends to act weird, so right now it uses the same input as the Android version which is just dragging the mouse over will cause a shatter.

Alright so I am currently working on an my first android game. In this game there are "Balloons" that the player can run into (2d game) to increase his score. Right now the game uses many other objects and particle effects and runs perfectly smooth. I even spawn random balloons (they come up the screen randomly) without issue.

I built a "Balloon Pattern" class which basically puts balloons into a Group and adds that group to the stage. These balloons come up the screen in a pattern rather than randomly (heart, arrow, line, etc). For whatever reason, whenever a new pattern is created the game stutter lags (tiny lag spike) as the pattern is being created. I am pooling my objects so there is minimum object creation, I tested my game on a very old android phone and it ran just as well as on my Nexus 4 (the same lag spike, but everything else is good) so it must be something i'm doing code wise and not necessarily a hardware issue.

This has plagued me for countless hours and I can't seem to come to a solution. This is my BalloonPattern class:

Note: This class references stage from my main gameloop, it does not create a second stage. There is only ever 1 stage in my game.

}privatevoidpopulatePools() {/* * This is an idea I had to give the pools some initial objects, so when the first pattern * is created, it wouldnt have lag. However, this did not help. */Balloonb;for(inti = 0; i < 15; i++) {if(i < 5) //add 5 blue and yellow ballons to the pool {b = bbPool.newObject();bbPool.free(b);b = ybPool.newObject();ybPool.free(b); }else//add 10 red balloons to the pool {b = rbPool.newObject();rbPool.free(b); } }

setPattern();time = 0; } }privatevoidsetPattern() {currentPattern = patternMap.get(patternArray.get(MathUtils.random(patternArray.size()-1)));createBalloons(); }privatevoidcreateBalloons() {Grouptemp = balloonGroup;/* * This method adds the old balloons to the pool to be re-used before creating the new group */freeBalloons(temp);/* * the size of our balloon is 64 so we need to make sure each balloon in the * group is offset by 64 and add them to the group. */

balloonGroup = newGroup();if(stage.getActors().contains(balloonGroup, true)) {System.out.println("Does not contain a balloon group"); }else {stage.getRoot().removeActor(temp); //remove the old balloon groupstage.addActor(balloonGroup); //add the new balloon group }

Alright so I am currently working on an my first android game. In this game there are "Balloons" that the player can run into (2d game) to increase his score. Right now the game uses many other objects and particle effects and runs perfectly smooth. I even spawn random balloons (they come up the screen randomly) without issue.

I built a "Balloon Pattern" class which basically puts balloons into a Group and adds that group to the stage. These balloons come up the screen in a pattern rather than randomly (heart, arrow, line, etc). For whatever reason, whenever a new pattern is created the game stutter lags (tiny lag spike) as the pattern is being created. I am pooling my objects so there is minimum object creation, I tested my game on a very old android phone and it ran just as well as on my Nexus 4 (the same lag spike, but everything else is good) so it must be something i'm doing code wise and not necessarily a hardware issue.

This has plagued me for countless hours and I can't seem to come to a solution. This is my BalloonPattern class:

Note: This class references stage from my main gameloop, it does not create a second stage. There is only ever 1 stage in my game.

}privatevoidpopulatePools() {/* * This is an idea I had to give the pools some initial objects, so when the first pattern * is created, it wouldnt have lag. However, this did not help. */Balloonb;for(inti = 0; i < 15; i++) {if(i < 5) //add 5 blue and yellow ballons to the pool {b = bbPool.newObject();bbPool.free(b);b = ybPool.newObject();ybPool.free(b); }else//add 10 red balloons to the pool {b = rbPool.newObject();rbPool.free(b); } }

setPattern();time = 0; } }privatevoidsetPattern() {currentPattern = patternMap.get(patternArray.get(MathUtils.random(patternArray.size()-1)));createBalloons(); }privatevoidcreateBalloons() {Grouptemp = balloonGroup;/* * This method adds the old balloons to the pool to be re-used before creating the new group */freeBalloons(temp);/* * the size of our balloon is 64 so we need to make sure each balloon in the * group is offset by 64 and add them to the group. */

balloonGroup = newGroup();if(stage.getActors().contains(balloonGroup, true)) {System.out.println("Does not contain a balloon group"); }else {stage.getRoot().removeActor(temp); //remove the old balloon groupstage.addActor(balloonGroup); //add the new balloon group }

I tried the following, but it seemed to do absolutely nothing. didn't change it at all.

1 2 3 4 5

WindowsRegistryEditorVersion5.00

[HKEY_CURRENT_USER\Sofware\Microsoft\Windows\CurrentVersion\Screensavers\ssText3d]"DisplayString"="This was edited with a reg file"

I noticed a typo: 'Sofware'. Might be worth checking it isn't in your code.

Edit: BTW: I also noticed that if you use REG ADD it needs a /f flag to force an overwrite without a confirm prompt.

Oh wow I feel stupid now. I read over it for spelling mistakes also and didnt even catch the missing 't'.

im pretty sure that was it.

and i tested by make a .reg file. I figured if that worked, it would work using the getRuntime way with command arguments.

Edit:So that simple type seemed to fix my problem, it updates the key with the correct value, however, the 3dtext screen saver does not seem to want touse that value as the text. it reverts to the default text of 'Windows 7'. possibly have to restart my computer? hmm.. ill have to look into this furthertomorrow sometime :\

You may not entice Consumers to Vote by offering any type of consideration, gift, award, or inducement, including merchandise, cash, online currency, discounts, vote trading or anything deemed to have value in exchange for Votes.

Mike

Yes, I believe you may have actually disqualified yourself. You enticed us to vote for you in the off chance that one of us will get hired to your company. That right there is a type of consideration. :\

This doesn't answer your question, but I'm wondering, have you considered using a Properties file? Is there a specific need to use the registry for this task, or is that you just want to?

That is how the default windows 3d text screen saver gets the text input value. through the registry, therefor I have to use the registry. UnlessI designed my own screen saver which I really dont want to do.

The closest I found to editing, is adding a new key but, that does not help me.

and I don't understand what you mean by feed the registry a prepared key..?

The reason I am looking to do this through code is because the key will be changingevery so often.

What I am trying to do is have a website where someone, anyone with a link can change the text of my screen saver with a simple string input. My program, will check for a change in thestring value on the website, and if changed, change the text of my screen saver by editing myregistry.

Just realized there may be a bug where the program does notrun, if this is the case, delete the ".snippingtool++" datadirectory if it exists. It should be located under C:/users/[username]/.snippingtool++then restart the program.

Also, I was notified of an issue caused by anyone who has a secondary monitorto the left of their main screen.

All of these issues will be fixed real soon hopefully with the next update. The next update will also feature the new multi-image uploading tool.

java-gaming.org is not responsible for the content posted by its members, including references to external websites,
and other references that may or may not have a relation with our primarily
gaming and game production oriented community.
inquiries and complaints can be sent via email to the info‑account of the
company managing the website of java‑gaming.org